Avatar

Warcrafter4

Warcrafter4

About

Username
Warcrafter4
Joined
Visits
9,097
Last Active

Comments

  • @Seanzu said:

    https://forum.deadbydaylight.com/en/discussion/comment/1767127#Comment_1767127

    There's no difference between 15m and 24m?

    Oh and not to mention the achievement states it has to be a down, so the hits above 24m are most likely significantly higher than the achievement will ever show.

    Also, if you're running an addon like that, you're more likely to back off to throw, or like a lot of huntress do in corn maps is aim at hooked survivors and try to hit the unhooker

    Have you ever played the huntress and gotten those hits because its really sounding like you never have...

  • @Seanzu said:

    https://forum.deadbydaylight.com/en/discussion/comment/1767115#Comment_1767115

    Achievement - 24 metres

    Iridescent Coin - 15 metres

    The statistics prove literally nothing.

    With huntress' projectile speed/arch there's really no difference.

    Your going to have to do prediction heavy throws to ever hit them.

    If you ever seen huntress game play who gets those hits it doesn't matter if its 15 or 30 meters it requires a large part of prediction,timing and skill well beyond anything any normal player could ever do that making an iri with that condition is absurd.

  • @Seanzu said:

    https://forum.deadbydaylight.com/en/discussion/comment/1767102#Comment_1767102

    What?

    Huntress consistently hits things further than death slinger because she doesn't have a range limit, unlike Deathslinger. You can hit everything a deathslinger does with a huntress, you can't hit everything a huntress can with a deathslinger.

    First step in grief is denial in this case for statistics murdering your argument.

    Huntress literally has an achievement for tracking long distance hits and its the 14th rarest(Least achieved) achievement with the majority of the achievements that are rarer are from the newest DLCS.

    Long distance shots from a statistic point of view are so astronomically hard that despite being an old free killer achievement that only asks you to down with them 20 times over the course of any number of games its still one of the rarest and least achieved achievement in the game.

    Yes there's literally evidence that proves that it won't work and is far too weak of an effect to ever have be an iri.

  • @Seanzu said:

    https://forum.deadbydaylight.com/en/discussion/comment/1767091#Comment_1767091

    Comparing the deathslingers weapon which has a maximum reach (which is why the addon is bad) to huntress' hatchets which go across the map doesn't make any sense here in all honesty.

    The addon of over 15m would be infinitely better on huntress than deathslinger because there is no range limit on her.

    That makes sense in theory but in practice DS can more reliably hit longer distance shots due to his vastly improved speed and control(No arch).

    So if the 15m instant down is more consistent on DS due to having better speed and control can't reliably use it then how would the huntress.

    For as much as people dream about endless cross map hatchets it doesn't work out in reality let alone on indoor maps where iri coin and the like are effectively a dead add-ons.

    Edit: There's a good reason why the skilled huntress achievement is still one of the rarest achievements in the entire game even after all these years on a free killer(More people have Huntress' adapt then skilled huntress which is the get 20+ 20 meter or further hatchet hits).

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/1767071#Comment_1767071

    That might be enough, yeah.

    Another way would be there is a range limit, so you have to be ___ far away before it even counts, so none of that using it instead of M1 for the free insta down where you can't even miss type of hits.

    Tried on Deathslinger and failed miserably as an add-on(Iri coin).

    The instant down at X range addon idea is a proven failure because if DEATHSLINGER whose projectile speed is huntress' max charge speed can't make it work how in the world would huntress make it work?

  • I feel like them starting these experiments with Blood Lust's temporary removal was a bad idea as it will make people not want to bother with them in the future.

    Especially when its a one sided nerf with no game play incentives for people to actually play the afflicted side.

  • Being looped at infinites will not help you improve as a killer trust me I know from experience.

    Also the un-mindgamable loops that just take a long time and force you to eat the pallet also don't help you learn as there's nothing to learn there.

    Blood Lust's removal doesn't help improve killers at all nor does blood lust even help lower level players get downs they didn't deserve.

  • @HulkRogan said:

    https://forum.deadbydaylight.com/en/discussion/comment/1766832#Comment_1766832

    I mean, I understand the queues but it's just bullshit that rank 18 killers still get matched with super high ranked survivors. And there's no way to know until after.

    The game used to have protection for low rank killers much like how it has protections for low rank survivors(you can't be matched with anyone not of your rank).

    That got removed a while ago and we were never told why only killers lost it.

  • There's not enough killers right now due to the removal of blood lust and all the infinites/pseudo infinites it has caused.

    This means there's a lot of high rank survivors in insanely long ques waiting for a killer and thus get priority over the survivors of your rank.

    Also given that there's a KILLER SHACK variant aka something that can spawn on nearly any map that's an infinite/pseudo infinite its not hard to imagine killers quitting for the rest of the test after getting infinitely looped repeatedly for a day.

  • @duhffee said:

    I've been seeing a lot of killer mains posting their annoyance about the lack of bloodlust this weekend and I only have one thing to say about that:

    If you are experiencing survivors escaping more often this weekend and feel no bloodlust is the issue, you're finally seeing the skill-gap those particular survivors have compared to you.

    Bloodlust is the equivalent of throwing GTA V's catch-up feature from races into a proper Forza race. It's a subtle crutch that gives killers an edge they wouldn't normally have, even when they're already faster.

    If a survivor is getting away more, then they are ultimately outplaying you. There will always be small outliers, but claiming bloodlust is the difference maker is not a reasonable excuse.

    Thank you for coming to my Ted Talk

    Meanwhile at all the infinites the lack of blood lust has made....

    This is foolish to ignore the game balance issues of the infinites created by Blood Lust's removal.

  • @ILoveDemo said:

    https://forum.deadbydaylight.com/en/discussion/comment/1764496#Comment_1764496

    DS is a *Gen Rush Perk* ...relly?

    DS has the most esay counterplay, don't Tunnel and If you do then slug or eat ds early.

    I made in the Feedback sector a perk Idea that would be very good for solos. It's a Corrupt intervention for survivor.

    Here's the thing though:

    A single DS means that your still delaying the killer and ONE OF YOUR TEAMMATES DOESN'T HAVE TO STOP WORKING ON GENS TO SAVE YOU.

    A single DS activation effectively increases generator completion rate by 50% as you don't lose 1/3rd of people working on generators to come to save you(+50% is inversely equal to -33% much like how -20% healing from sloppy adds 4 seconds while botany's 33% reduces it by 4 seconds).

    Add in unbreakable so you can pick yourself off the ground to more reliably get that 50% boost as your teammates still don't need to save you while slugged once and thus more generator completion

    That's why its the best gen rush perk/perk combo in the game as its a self sufficient effective 50% generator completion by preventing the game's normal slow down.

  • @KayTwoAyy said:

    So I've played 2 games since Bloodlust was removed.

    Both games the killers tunneled harder than I have ever seen.

    What are your experiences?

    Should I expect more of this the rest of the weekend?

    First time I have run DS in months. :/

    Its not overly surprising because of how many infinites the removal of blood lust has caused.

    Tunneling can literally be the only way they win because of infinites so your experiencing how DbD used to be in the dark ages were killers were forced to tunnel and camp every game or go all out with offerings/add-ons to stand a chance.

  • The top 4 probably are as a lot of SWF bully squads are swarming right now.

    The bottom 2 just seems like match making imploding again which has been happening to me as well.

  • It was about as bad as I thought with how many infinites it created.

    I wasn't expecting a shack infinite/pseudo infinite though so I guess it was worse then what I thought.

  • @meatisadelicacy said:

    https://forum.deadbydaylight.com/en/discussion/207555/lets-list-out-all-the-infinite-sudo-infinite-loops-the-blood-lusts-removal-has-caused

    Isn't it just a test to see what happens? Either way, it seems like a brilliant idea to list all the loops to help survivors even more. Genius plan.

    Part of this post is to point out why Blood Lust is need.

    While another part of It is to show the devs what's still problematic and causing issues when Blood Lust isn't active.

    I don't think I need to point out why having a infinite/pseudo infinite killer shack variant is bad for the game.

  • Given that huntress and deathslinger have literal infinites in the springwood/handond field called the house of pain(garage house) BEFORE the removal of BL those places are also probably infinites for all M1 killers as well who can't deny a window through a wall.

    Gas haven's open window bus is an infinite as well.

    There's a report of a saloon infinite.

    Along with the killer shack possibly spawning in as an infinite its not hard to see why they DC when even generic tiles can have infinites.

  • I feel like some of these are ok to add in but the ping commands is just the glass bead add-on for the map so it really shouldn't be baseline.

    It would be nice if a map would let you do the ping commands as a set action for having one with the applicable add-ons but baseline would be a bit too powerful.

  • The issue is that killers have more dailies in general.

    Survivors and killers have roughly the same amount of generic dailies:Do X as Y character.

    However killers also have character specific dailies due to their powers such as the right of jaw/chain/last breath/bell/ext meaning for each killer you have you'd have more of a chance for a killer daily even if you have a perfect 50/50 survivor killer split.

    The devs have acknowledged it and said they will do something eventually about it.

  • Its hard to make new meta perks when 2nd chance perks have and always will be the objectively best perks in the game.

    Anything that can slow the killer down/prevent you from being removed from the game will always be king for survivors.

    Remember DS is one of the best gen rush perks in the game due to preventing the game's natural slowdown.

  • Meanwhile my first killer game with bloodlust turned off had me being looped around an infinite loop variant of the killer shack.

    I only won that game because Devour hope went off and we know how that unfolds.

    I have also had multiple other games were killers couldn't touch anyone due to being looped at infinites(I don't believe I have had a killer get more then 1 kill on auto haven so far that wasn't my devour hope game).

  • @Devil_hit11 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1761619#Comment_1761619

    What are you talking about? Haddonfield still has god window in Myers house at bottom floor, Crotum Asylum still has god window in main building. Mother Dwelling still has god window in the main building. the last map they need rework is fracture cowshed which is farm map. Only then can they ever consider removing Bloodlust. The test is good but its too early to remove it. they got 4 more critical maps to rework.

    These walls are like early game collapse for survivor, they waste 1 minute walking time based off where you spawned in the trial to break walls. Just gives free generator repair time at the start of the match.

    Don't forget auto haven with the open bus loop nor window corner killer shacks as those are both infinites without blood lust and one is a generic map tile.

  • @MeltingPenguins said:

    https://forum.deadbydaylight.com/en/discussion/comment/1764298#Comment_1764298

    no, i think there is a certain point where it goes from 'yeah, they're slugging but it's still normal gameplay' to 'holding the game hostage'

    Slugging can't hold the game hostage as people will die in 4 mins.

    Holding the game hostage is where someone prevents a game from ending.

  • @BillyMain77 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1764323#Comment_1764323

    I mean im on console so i haven't been able to play the twins yet, but the survivor that is holding victor cant do any gens or anything. So yeah granted he does has victor all game but your still a 4.6 killer and now theres only 3 people to worry about.

    Not really sense victor acts as tier 3 madness minus the random screams.

    This means that they can loop and more importantly go for saves the entire game while the other 2 gen rush.

    Also a 115% speed killer without a power is horribly weak just ask plague(Who mind you is better then the twins even without her power as she keeps everyone permanently broken).

  • Out of all my games as survivor:

    0k-1k if the killer doesn't hard tunnel/camp someone to death or someone suicides on first hook.

    3k if the killer is going full try hard with add-ons/offerings.

    Even with potato teammates who have a phobia of generators making me do over half of them I still generally speaking escaped or was the only one to die every normal game.

    Also I do not blame killers for camping/tunneling hard as there are so many infinites without Blood Lust its not even funny(Even a shack varient can be an infinite right now).

  • @TheButcher said:

    https://forum.deadbydaylight.com/en/discussion/comment/1764323#Comment_1764323

    I honestly just figure Iron Maiden will be the Meta on Twins like it is on Huntress and Doctor.

    I don't believe victor works with iron maiden along with the 3-4 second swap back time makes iron maiden useless on them.

    Also huntress solely uses it for faster hatchet reloads as its exposed is worthless to non M1 attackers.

  • @GoodBoyKaru said:

    Good news. They've confirmed that both of these issues are being fixed- hostage Victor on release, and lockers either on release without animations or in a hotfix which will release both mechanics and animations.

    But neither of them really fixes the issue:

    Survivors can still kidnap victor for nearly a min before the killer can recall him.

    We don't know what they mean by a short time for the locker so it literally might not be long enough for it to matter let alone its still counters victor as if you go into a locker too far away from the sister you can just break out and kill victor avoiding being slugged entirely.

  • @HellDescent said:

    Probably huntress. There are some loops where she just can't keep up. Mostly due to survivor and killer hitbox difference.

    Also don't forget that Huntress and Deathslinger both have some loops which are infinites against them wtihout Blood Lust as well.

  • I just feel like there should be a pink version that gives survivors 500% objective points at the end of the game(So maxing objective gives 40k BP) but the killer also gets 500% sacrifice points at the end of the game(So maxing sacrifice gives 40k BP).

    Its a farming offering that encourages both sides to do their objectives.

  • When did I ever say that?

    I just know this change will be bad and will result in infinite loops but I never said I wasn't going to try.

    I personally would like to test to see if the "House of Pain"(Aka garage house) is now an infinite for nearly everyone instead of just an infinite against DS/Huntress(Yes some killers still have infinites against them even with BL).

  • @Boss said:

    https://forum.deadbydaylight.com/en/discussion/comment/1763826#Comment_1763826

    That wasn't against you, i was reinforcing my original comment for people to go and see.

    If you think now is exactly the same as it was years ago without checking, then you do you. 👍️

    Dude the open window variant hasn't been touched in years.

    Nothing has changed that would make it not an infinite as the main change the tile ever had was the closed window variant.

    I mean that tile was one of the main reasons BL and the window blocker were added to the game as its a tile that appears on nearly all maps of auto haven and is insanely easy to spot and loop to.

    I don't need to touch a red hot oven twice to make sure it still gives me 2nd degree burns.

    I know your trying to give the benefit of the doubt and I agree with trying it on all the altered map tiles but the open bus isn't one of them.

  • @itsaconehead said:

    https://forum.deadbydaylight.com/en/discussion/comment/1763717#Comment_1763717

    I've been playing for a year, still don't notice no matter the situation.

    I was saying play against it now without bloodlust as its an infinite without BL(Closed window isn't an infinite and cab be mind gamed but open window is an infinite).

  • @Boss said:

    https://forum.deadbydaylight.com/en/discussion/comment/1763672#Comment_1763672

    So like i said: Go and see, maybe even thoroughly test it in a custom game.

    You say that like I haven't done it pre blood lust's inclusion.

    Despite not having a forum account I started playing around nurse's release so I know that's an infinite as I played with and against it in the past pre bloodlust.

  • @itsaconehead said:

    Maybe I'm just incredibly stupid, but I don't notice the difference when bloodlust is active.

    Just wait until every survivor on the map tries to loop you around the open window bus infinite(Its only an infinite due to the removal of BL).

    You'll be able to tell the difference pretty dang fast there.

  • @Boss said:

    Hey y'all, if you don't wanna play cause you fear incoming toxicity or stress or whatever, it's fine, it's all up to you.

    But maybe, just maybe, go and see on the first day if that's actually the case or not.

    Cause y'know, if it's not then you're missing out on a weekend.

    Its not going to take me playing to know that the open window bus loop on the auto heaven maps are an infinite without Blood Lust.

    Blood Lust prevents infinites and infinite loop chaining(Something a lot of people seem to forget it is helps with transitions) so it doesn't take more then a single game or 2 to tell how screwed killers are without it.

  • Blood lust is disabled so not really much to be proud of.

    I fully expect this to become the norm for a while just with chained strong loops that even the best killers like Otz have to bloodlust.

  • @NotACompPlayer said:

    https://forum.deadbydaylight.com/en/discussion/comment/1762451#Comment_1762451

    I wouldn't say it's "abuse", maybe barely any killers were good enough to be able to win against them, I don't see the issue with keeping addons for a long time if no one manages to kill you with them.

    The issue is "Win More"

    If you win by bringing over power addons/items(I believe this was done before the toolbox nerfs) then you'll keep winning as you can keep reusing them forever.

    Imagine if the Iridescent Head + Infantry Belt would refund themselves if you got 3+ kills if you'd want the killer equivalent.

  • Escaping letting survivors add-ons was more or less changed because of SWF squads going all out and keeping the majority of their items/addons so they can continue to go all out in every single game.

    Much like the anti camp feature the game had tried SWF abused the mechanic so badly it got removed.

  • @AggressiveFTW said:

    I think it is a funny thing about the DBD community. Before they announced that they were testing how it would be if they disabled bloodlust, many were saying just remove it already, it's an old mechanic. Now when they have announced everyone is worried lol.

    Only the "survivor mains" wanted them removed as most people just don't care.

    Its one of the least talked about mechanics on these forums.

    Most people don't find BL to be an issue and thus don't talk about it.

  • @nickofford said:

    https://forum.deadbydaylight.com/en/discussion/comment/1760967#Comment_1760967

    They haven't include matches with DC's for the past two rounds of statistics

    They didn't actually say they removed DCs for this round and this round has a much higher KR so....

  • @Clevite said:

    https://forum.deadbydaylight.com/en/discussion/comment/1761066#Comment_1761066

    First off, is that your experience, because a survivor DCing doesn't end the game for us. Often we still get a few out, even if it's one through the hatch.

    Also I played killer for a few hours today, and had 0 dcs. 0. All day. So, your math may be right for 1 game. However if that equates to a total of 1 out of a 100, well it's miniscule.

    And I still averaged over 3ks a game. Admittedly I have played the game for awhile, so it is my norm.

    But when I play rando red rank survivor, the killers 4k us on the regular. So are the numbers perfect? No.

    But do they indicate that killers win more than lose? Yes.

    Your calling me out for using my personal perspective(Which its not) then base your entire argument around your own perspective?

    "Those in glass houses should not throw stones"

    Also from all realistically gather-able evidence(we don't have exact numbers) survivors DC vastly more on average then killers proportionally do.

  • @Wesker said:

    I don't understand why the entity picked her to kill ppl.. Every killer had the desire to kill someone in his previous life but the Plague seems to be the unique killer without a back-story of hate toward someone/or bestial homicides

    The entity has a twisted sense of "Humor" when is "Saving" someone:

    It saved the hag from cannibals but turned her into a cannibal human/tree hybrid and forced her to cannibalize the cannibals.

    The plague was saved from a plague along with her people but is now forced to spread said plague to the survivors for all eternity.

    So it tends to force people it "Saves" into becoming what would have killed them.

  • @Clevite said:

    https://forum.deadbydaylight.com/en/discussion/comment/1760967#Comment_1760967

    Sure, they are inflated, but some of them are at 70-80 percent kill rates.

    Do you recognize, at least, the amount of dc and suicide that would need to be taking place to make something 70/80 percent.

    Review the numbers for how inflated the KR rates become if survivors and killers DC at the same rate and not counting the DC as a kille:

    12 out of 16 survivors or 75% get doomed to die from one survivor DCing on average

    While only 4 survivors escape if the killer DCs

    So in a world where survivors and killers DC the same rate its 12/20 survivors die from the DC alone is 3/5 or 60% KR base line.

    Also lets not kid ourselves: Survivors DC more then killers do and the KR could be counting the DC survivor as a kill which would make 70%(No killer is even near 80%) pretty normal along with the average killer hovering around 65-68%(2k average favoring killer)

  • @CashelP14 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1760994#Comment_1760994

    That won't kill low rank/low tier killers. It will make things tougher yes but it will hopefully teach them not to rely on it.

    Same could be argued about gen times and gen rushing.

    My point is that they are already doing the equivalent to killers so they already shown that they don't care about low ranks for these temp tests.

    Mind you its fair for these 3 day tests to focus at the top rank due to how short they are.

  • @CashelP14 said:

    No it wouldn't be a great idea to do that. It would kill lower ranks.

    So like the BL change for low rank and low tier killers?

  • @Clevite said:

    https://forum.deadbydaylight.com/en/discussion/comment/1760794#Comment_1760794

    Devs are going for a 2k average, and many killers are outperforming that.

    Those KR stats are hyper inflated:

    "Given those statistics include first hook suicides and DC games its hard to take those stats seriously.

    A survivor DCing in a game pretty much dooms their 3 teammates to death so even without the DC itself counting as a kill it still gives a 75% KR.

    Also before you say about "what if the killer DCS" if the killer players DC at the same proportional rate aka 1/4th as much then its still heavily inflates the KR

    4 survivor DCing across 4 games dooms 12 teammates.

    1 killer DC only gives 4 survivors an escape.

    DC games cause KR hyperinflation."

    Quoting/copy pasting myself sense I am getting tired of type this out.

  • Urban evasion "saviors" tend just to be hook farmers that try to convince themselves and their teammates that they aren't farming their teammates to death by trying to blame and insulting the killer in the end game chat.

  • Mine has always been MacMillan estate(Minus sheltered woods).

    It's maps had stood the test of time and only became worse recently due to unneeded additions like breakable walls causing infinite loops that didn't need to exist.

    Seriously The map reworks made the MacMillan maps worse and makes the old saying "Don't fix what isn't broken" ring true.

  • I feel like it could work if these survivor "Alien" Entities came from well the entity.

    It would be interesting to have a survivor made by the Entity itself even if its a Failed/Rebelling self sufficiency experiment.

    Aka the entity trying to make its own "Food" would be the new "Alien" survivor.

  • Sloppy butcher, Enduring, Devour Hope(People don't think the wraith is a threat and then Devour goes off), or I'm all ears, Make Your Choice.

    You really can't go wrong with any of these on wraith mainly because your an M1 killer.

  • Its very common to see multiple slowdown perks on killers with no innate slowdown like the Hag/Deathslinger/Huntress/Demo/Clown/Wraith/ You get the point.

    The game is currently too balanced around killers either having one slowdown perk on a killer with innate slow down or multiple slowdown killers on those who don't.

    There's also the rampage builds but those are killer specific and are high risk/High reward.

1 … 30 31 32 33 34 … 52